Vanilla Level Design Contest X - 1he First place entry...well d0ne to all.
- Valentine
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Re: Vanilla Level Design Contest X - raocow "dies" at the end.
Train levels physically cannot be anything less than perfect.
Re: Vanilla Level Design Contest X - raocow "dies" at the end.
Guess I succeeded at breaking that trend ;P
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Re: Vanilla Level Design Contest X - raocow "dies" at the end.
HEY SMW ROMHACKING COMMUNITY, DOES ANYONE REMEMBER THE OBSCURE GEM SUPER MARIO WORLD FOR THE SUPER NINTENDO ENTERTAINMENT SYSTEM? I SURE DO!
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
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Re: Vanilla Level Design Contest X - raocow "dies" at the end.
in answer to peach's giant earrings however, we have a challenge to smwc. in vanilla level design contest 12, create a storyline in which peach gets breast cancer. it needs fleshing out, no pun inten
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: Vanilla Level Design Contest X - raocow "dies" at the end.
.....................
OH GOD NO WHY DID I NAME THE LEVEL THAT FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Re: Vanilla Level Design Contest X - Nostalgia
30th: Cleft of Luxetumbra by GeminiSunfall
30th: Down Monty Mountain by MM102 + Renhoek
Re: Vanilla Level Design Contest X - Nostalgia
I think Down Monty Mountain making the secret exit only accessible by solving a puzzle and doing some tricky jumps dodging around the pollen while balancing on the mole is a clever way of signaling that it unlocks a hard-mode path without explicitly saying it. By making you go the extra step and put in more effort to something you've already gone through, you end up in an area with more complicated setups that develop the challenges on the main path further.
Re: Vanilla Level Design Contest X - A view of Northern Canada
29th: Bowser's Villa by Super Maks 64
28th: Springy Spire by white_moth
Re: Vanilla Level Design Contest X - How dare you disturb my family vacation ROAR!
Question: Why did raocow put savestate at reset door in big boo section? He got midpoint just before this part, so putting savestate there is weird.
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Re: Vanilla Level Design Contest X - How dare you disturb my family vacation ROAR!
basically I forgot where the midpoint was, I played that room for so long
the chillaxest of dragons
Re: Vanilla Level Design Contest X - How dare you disturb my family vacation ROAR!
the midpoint was in your heart all along
Re: Vanilla Level Design Contest X - How dare you disturb my family vacation ROAR!
26th: Abnormal Asylum by Daizo Dee Von
Re: Vanilla Level Design Contest X - And now, Daizo's level...
Guess I'll post first.
Right, so, Abnormal Asylum. I think I can believe that I did put my all into this level at the time, which is pretty obvious with the aesthetics and all the midpoints I've added (see how you can add about 3 or so midpoints in vanilla? I found a way). I understand the critiques about how the aesthetics are very busy, especially after the Gambly Night fiasco. If I had to make that puzzle a little easier, I'd put a yoshi statue spitting a stone shell. Actually if you returned to the level, there would be another shortcut that lead straight to the midpoint so when replaying the stage you could just go straight to the boss or any other part of the level if you wanted to. There is a lot of silly lore to the level too thanks to the Yoshi character.
I know some of the judge comments critiqued on the multiple midpoints making the level "redundant" but I actually think that might've saved the level from being another long annoying gauntlet. I am very surprised the levels prior to mine hasn't tried doing the "Dragon Coin" midpoint since I was lead to believe the other levels used more midpoints than mine did. No, they're just long. To be fair, we're not done just yet, so there's still a chance we could see it again...maybe...
The music is a song I composed for Skewer for one of his hacks, which song had been released here for those who want to use it. The runescape influence was unintended, it's actually influenced by another song I made for Nova & The Dark Armour that also used the "Deirdre" sample from earthbound as a backing instrument. The song was actually nominated by a few members of SMWC but was ultimately rejected, which I respect their decision. Besides "Deirdre" as a sample, there was also samples from Final Fantasy 6, Chrono Trigger, Kirby's Dreamland 3, and Mega Man X. Considering the track is meant to be "otherworldly" as requested by Skewer, I think I pulled it off.
This level, along with GeminiSunfall's and Strikeforcer's (coming up on 21st) was actually going to be a part of a "Secret Exit" collab that would've been a bigger version of what Skewer and Hunter did for their secret exits back at VLDC9 where we would link our secret exits to each others' levels. It fell through, and I made the happy decision to just remove my secret exit from the level. Apparently everything about VLDCX was going to be bigger.
The moon secret didn't have influence from VIP6, it was entirely a reference to Kirby first and foremost. I don't even think I was aware VIP6 did it when I made the level, but to be fair on myself VIP6 didn't have the moon on scrolling layer 2. This moon was a part of many moon secrets that contained the hashtag "#DJFY", which returned in VLDC11 as well. If you're wondering what the hashtag was, well here's a spoiler below but basically it's a reference to a Daizo's Journey trailer that got memed to death. I've had regrets on making that trailer, but these days I don't really care about it anymore. I know there are people who are sensitive to profanity so that's why I made it a spoiler.
The intro message was just gibberish making fun of how most of the levels didn't change the message.
The boss idea came from just the fact I wanted to use the "goal trap" idea as an actual element to the fight. I added a little disclaimer before the fight that the platforms, Yoshi, and everything else would disappear when the boss disappears since that's the point of the boss. I actually came up with multiple designs for the boss, but the one you see was the one that worked out the most.
By the way, if you scrolled R just before hitting the goal, you'd see Dashi Yoizo's soul.
How do I feel about the level now that raocow played it? I don't really know still. I'm happy he enjoyed the level despite a few weird maneuvers he pulled off, and I am happy knowing that my musical talent is being appreciated. As raocow said, the level is weird but it's still an adventure from beginning to end. I think some might know by now I don't hold the JUMP influence as high as many others do, so I really had doubts that this level would've turned out any good especially with it coming during the development of "The Trap Doors" from JUMP 1/2 before I just gave up on it. I'm just glad it's an enjoyable romp, and I think in VLDC12 I'll try pushing myself again to make a better "Abnormal Asylum" type stage.
also S.N.N. totally stole the "Yoshi 1F0" idea from me for his "Crystarp Hollow" VLDC11 entry. At least he had fireball 1F0 stuff too so :shrugio:
Right, so, Abnormal Asylum. I think I can believe that I did put my all into this level at the time, which is pretty obvious with the aesthetics and all the midpoints I've added (see how you can add about 3 or so midpoints in vanilla? I found a way). I understand the critiques about how the aesthetics are very busy, especially after the Gambly Night fiasco. If I had to make that puzzle a little easier, I'd put a yoshi statue spitting a stone shell. Actually if you returned to the level, there would be another shortcut that lead straight to the midpoint so when replaying the stage you could just go straight to the boss or any other part of the level if you wanted to. There is a lot of silly lore to the level too thanks to the Yoshi character.
I know some of the judge comments critiqued on the multiple midpoints making the level "redundant" but I actually think that might've saved the level from being another long annoying gauntlet. I am very surprised the levels prior to mine hasn't tried doing the "Dragon Coin" midpoint since I was lead to believe the other levels used more midpoints than mine did. No, they're just long. To be fair, we're not done just yet, so there's still a chance we could see it again...maybe...
The music is a song I composed for Skewer for one of his hacks, which song had been released here for those who want to use it. The runescape influence was unintended, it's actually influenced by another song I made for Nova & The Dark Armour that also used the "Deirdre" sample from earthbound as a backing instrument. The song was actually nominated by a few members of SMWC but was ultimately rejected, which I respect their decision. Besides "Deirdre" as a sample, there was also samples from Final Fantasy 6, Chrono Trigger, Kirby's Dreamland 3, and Mega Man X. Considering the track is meant to be "otherworldly" as requested by Skewer, I think I pulled it off.
This level, along with GeminiSunfall's and Strikeforcer's (coming up on 21st) was actually going to be a part of a "Secret Exit" collab that would've been a bigger version of what Skewer and Hunter did for their secret exits back at VLDC9 where we would link our secret exits to each others' levels. It fell through, and I made the happy decision to just remove my secret exit from the level. Apparently everything about VLDCX was going to be bigger.
The moon secret didn't have influence from VIP6, it was entirely a reference to Kirby first and foremost. I don't even think I was aware VIP6 did it when I made the level, but to be fair on myself VIP6 didn't have the moon on scrolling layer 2. This moon was a part of many moon secrets that contained the hashtag "#DJFY", which returned in VLDC11 as well. If you're wondering what the hashtag was, well here's a spoiler below but basically it's a reference to a Daizo's Journey trailer that got memed to death. I've had regrets on making that trailer, but these days I don't really care about it anymore. I know there are people who are sensitive to profanity so that's why I made it a spoiler.
The boss idea came from just the fact I wanted to use the "goal trap" idea as an actual element to the fight. I added a little disclaimer before the fight that the platforms, Yoshi, and everything else would disappear when the boss disappears since that's the point of the boss. I actually came up with multiple designs for the boss, but the one you see was the one that worked out the most.
By the way, if you scrolled R just before hitting the goal, you'd see Dashi Yoizo's soul.
How do I feel about the level now that raocow played it? I don't really know still. I'm happy he enjoyed the level despite a few weird maneuvers he pulled off, and I am happy knowing that my musical talent is being appreciated. As raocow said, the level is weird but it's still an adventure from beginning to end. I think some might know by now I don't hold the JUMP influence as high as many others do, so I really had doubts that this level would've turned out any good especially with it coming during the development of "The Trap Doors" from JUMP 1/2 before I just gave up on it. I'm just glad it's an enjoyable romp, and I think in VLDC12 I'll try pushing myself again to make a better "Abnormal Asylum" type stage.
also S.N.N. totally stole the "Yoshi 1F0" idea from me for his "Crystarp Hollow" VLDC11 entry. At least he had fireball 1F0 stuff too so :shrugio:
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Re: Vanilla Level Design Contest X - And now, Daizo's level...
26th: Swiss Sparkles Inc. by Enjl
25th: Fish N' Bits by Spy
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Re: Vanilla Level Design Contest X - And now, Daizo's level...
So something I do not understand is why using waneffeaux is apparently A Bad Thing. What exactly is wrong with it? I feel volume of use of it is no different from volume of use of any other type of surface object.
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Re: Vanilla Level Design Contest X - And now, Daizo's level...
0x1F0 is like horseradish. The right amount in the right place livens up the meal. The problems come from either using it in the wrong place or far too often, and not everybody likes or can tolerate horseradish. Also it's dangerous to actual horses.
(Wow this analogy works on more levels than I thought)
(Wow this analogy works on more levels than I thought)
Re: Vanilla Level Design Contest X - And now, Daizo's level...
One small issue with Swiss Sparkles Inc. is if you don't die between the midpoint and the 1-up checkpoint, there doesn't seem to be any way to tell which door goes to which section in the respawn room other than trial and error. It might not even be clear that both sets of doors weren't always there and don't go to the same place if you never saw the room before, though most people playing VLDC levels would probably know to look for something with the 1-up and check it out.
The palette choices for that level seem to not be very popular, but i thought it looked pretty nice. It has a cohesive style and i felt like it pulled off a dark environment well without hampering visibility at all, which can be tough to do.
The palette choices for that level seem to not be very popular, but i thought it looked pretty nice. It has a cohesive style and i felt like it pulled off a dark environment well without hampering visibility at all, which can be tough to do.
- FrozenQuills
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Re: Vanilla Level Design Contest X - And now, Daizo's level...
It's funny how controversial Swiss Sparkles' palette/aesthetic choices are. I remember helping Enjl with the colors since it was his first time with SMW.
Meanwhile Fish n' Bits has an awesome "improved SMW" aesthetic style, with great level flow to boot.
Meanwhile Fish n' Bits has an awesome "improved SMW" aesthetic style, with great level flow to boot.
avatar by crayonchewer!
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Re: Vanilla Level Design Contest X - And now, Daizo's level...
What bothers me about the palette these days is that I think it could've used a 2nd primary color for distinctly interactive elements. The color ramp in itself is fine, but it gets kind of brown after a while, so I can see where the dislike comes from.
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Here is another link. This one lets you draw.
https://enjl.talkhaus.com/draw.html
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Re: Vanilla Level Design Contest X - And now, Daizo's level...
I suspect if you like the æsthetic style of, say, Faxanadu, you'll like the visual style of Swiss Sparkles Inc. If you don't like that sort of style, you'll probably find it less appealed. I tend to fall more in to the former category, myself.